• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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[QUOTE=PikaCommando;48491928]Despite the WC Mappack being full of test maps, what are some semblances of coherent early storyline maps? Surely, they must have tried making [B]actual gameplay maps[/B] instead of tests for the first 3 years of development? So far I only know the c17_01 (industrial and train station), c17_road (bus ride), c17_03 (some puzzles), c17_04 ( downtown and consulcast), c17_05 (outer wall and manhack arcade). Also that's a shitload of levels to go through without any weapons, glad they were cut. I think vert/skywalk/rooftops/ruins are connected too as Day 4 levels during Vertigo's era.[/QUOTE] Uh, Airex? Borealis? Palace? Canals & Town? These all, however, weren't made to form a coherent story. That was only made much, much later (possibly starting about the time the game was stolen). Those levels are more like self-containt 'bubbles', chapters that have their own mini-story - better call it a goal or a mission - and don't really depend on other chapters. So if you're going after the holy, precious original storyline... it only existed on paper. You will not find it in the mappack. Only thing it has is the clues to what the chapters might've looked like. If by 'early storyline maps' you meant 'early' as in related to player's progress, I don't think they those maps were supposed to have any gameplay. Hence they were cut to limit the time player spends exploring w/o real goal or gameplay.
[QUOTE=PikaCommando;48491928]Despite the WC Mappack being full of test maps, what are some semblances of coherent early storyline maps? Surely, they must have tried making actual gameplay maps instead of tests for the first 3 years of development? So far I only know the c17_01 (industrial and train station), c17_road (bus ride), c17_03 (some puzzles), c17_04 ( downtown and consulcast), c17_05 (outer wall and manhack arcade). Also that's a shitload of levels to go through without any weapons, glad they were cut. I think vert/skywalk/rooftops/ruins are connected too as Day 4 levels during Vertigo's era.[/QUOTE] There's a sort of a guide here: [url]http://hl2-beta.ru/e107_plugins/forum/forum_viewtopic.php?4446[/url] It's in Russian, though.
[QUOTE=Cvoxalury;48492694]Uh, Airex? Borealis? Palace? Canals & Town? These all, however, weren't made to form a coherent story. That was only made much, much later (possibly starting about the time the game was stolen). Those levels are more like self-containt 'bubbles', chapters that have their own mini-story - better call it a goal or a mission - and don't really depend on other chapters. So if you're going after the holy, precious original storyline... it only existed on paper. You will not find it in the mappack. Only thing it has is the clues to what the chapters might've looked like. If by 'early storyline maps' you meant 'early' as in related to player's progress, I don't think they those maps were supposed to have any gameplay. Hence they were cut to limit the time player spends exploring w/o real goal or gameplay.[/QUOTE] No, even I know that there's no such thing as a full "original storyline" since it was constantly changing. What I'm looking for is Valve's attempts during 2001/2002 at making actual non-test maps that forms some coherency together, hence "storyline maps". For example, HL1 alpha had storyline maps (as in, maps that would have end up in the then retail version of the game) in it despite being early in development, so Valve might have done a similar thing with HL2 too during the 2001/2002 era. And also because I wonder how long it took them to realize that they should let some sun shine in as opposed to having the game being literally dark like in the concept arts. Quarry is completely day time and cloudless even in the concept arts, so it must have been relatively early.
[QUOTE=PikaCommando;48492925]No, even I know that there's no such thing as a full "original storyline" since it was constantly changing. What I'm looking for is Valve's attempts during 2001/2002 at making actual non-test maps that forms some coherency together, hence "storyline maps".[/QUOTE] Judging by Mr. Laidlaw's responses, I get the impression that there weren't many of such maps. Didn't make sense to produce any 'coherent' maps, they were all experiments with design, mechanics and gameplay at this point.
[QUOTE=PikaCommando;48491928]Despite the WC Mappack being full of test maps, what are some semblances of coherent early storyline maps? Surely, they must have tried making actual gameplay maps instead of tests for the first 3 years of development? So far I only know the c17_01 (industrial and train station), c17_road (bus ride), c17_03 (some puzzles), c17_04 ( downtown and consulcast), c17_05 (outer wall and manhack arcade). Also that's a shitload of levels to go through without any weapons, glad they were cut. I think vert/skywalk/rooftops/ruins are connected too as Day 4 levels during Vertigo's era.[/QUOTE] Gotta keep in mind, while we take a lot of its features for granted today, Source was a young and new beast back in the days of the WC Mappack. They didn't really know what they were working with was capable of, or really even what they would be working with in just the near future. If I recall there's a part in Raising the Bar that describes them designing the coast levels for [the jeep] before they actually even had any sort of usable vehicle in game.
In the hl2/sound/ambient of the leak, there's a soundfile called creepyflies_loop1. Is that used anywhere in the maps? [QUOTE=SageJFox;48493563]Gotta keep in mind, while we take a lot of its features for granted today, Source was a young and new beast back in the days of the WC Mappack. They didn't really know what they were working with was capable of, or really even what they would be working with in just the near future. If I recall there's a part in Raising the Bar that describes them designing the coast levels for [the jeep] before they actually even had any sort of usable vehicle in game.[/QUOTE] They seem to be making early levels with HL1/Worldcraft's mindset though. c17_04 maps impressed me with all the big buildings despite its age and lack of gameplay.
[QUOTE=PikaCommando;48493680] They seem to be making early levels with HL1/Worldcraft's mindset though. c17_04 maps impressed me with all the big buildings despite its age and lack of gameplay.[/QUOTE] I wonder if those were made just to get a feel of how they wanted c17 to be at the time? Or at least tests to see how much could fit into a single map?
[QUOTE=FlamingBlizza;48498249]I wonder if those were made just to get a feel of how they wanted c17 to be at the time? Or at least tests to see how much could fit into a single map?[/QUOTE] That seems likely, IMO. Devs do that all the time when working on a game.
I think they just wanted to re-create Dark City (pretty nice film) in their game at some time.
Is there a link to HL:Alpha maps decompiled and in one archive? I think it was somewhere on Google Drive but... can't find, yes.
eyyy Cvox, long time no see :p
decompiled? why? they would be horrible
[QUOTE=Cvoxalury;48515842]Is there a link to HL:Alpha maps decompiled and in one archive? I think it was somewhere on Google Drive but... can't find, yes.[/QUOTE] if you like hammering nails into various parts of your body, i can send some decompiled maps
[QUOTE=Jackathan;48516542]decompiled? why? they would be horrible[/QUOTE] Certain person (not an alter ego of mine, honest) requested it and I'm searching on their behalf. [editline]22nd August 2015[/editline] [QUOTE=Theuaredead;48516564]if you like hammering nails into various parts of your body, i can send some decompiled maps[/QUOTE] Mmm, nails into the body... *drools* Would appreciate! [editline]22nd August 2015[/editline] [QUOTE=darkspire17;48516353]eyyy Cvox, long time no see :p[/QUOTE] Hello sir
your friend (and or alter ego) must be really stupid, or has never seen the maps decompiled [url]https://www.mediafire.com/?dptaq288w8omdu9[/url] If I recall, this was the best I could decompile the alpha maps with the geometry MOSTLY intact.
decompiling goldsrc maps is usually a no-no. but sometimes it can be helpful.
[QUOTE=Theuaredead;48516681]your friend (and or alter ego) must be really stupid, or has never seen the maps decompiled [url]https://www.mediafire.com/?dptaq288w8omdu9[/url] If I recall, this was the best I could decompile the alpha maps with the geometry MOSTLY intact.[/QUOTE] Thanks. I made sure to let him know of the realm of terror and ugliness he's about to enter. Personally I wasn't interested that much in analysing the maps, I just played through them a couple of times and tried to port one ( I think it was silodemo, failed miserably). ____________________ Sooo. Looks like yet another leak mod is struggling with copyright issues. This time, it's Build 2046. I also learned something new to me. According to certain members of the community, it is the life's goal of both Missing Info and, surpsisingly, P9 teams to turn others' life into constant torture and not let others publish new mods. Makes sense! What else can they ever dream of?
there are some decompilers out there that can leave goldsrc maps mostly intact but it's a bit of a gamble anyway
[QUOTE=WhyNott;48517019]there are some decompilers out there that can leave goldsrc maps mostly intact but it's a bit of a gamble anyway[/QUOTE] They needed the extra resolution.
D-Team renamed themselves to "Nervenholle-Team" or some shit. They also rebooted Build 2046 to "Schwarzen Nebel". [url]http://vk.com/nervenholleteam[/url]
[QUOTE=9999999;48551892]D-Team renamed themselves to "Nervenholle-Team" or some shit. They also rebooted Build 2046 to "Schwarzen Nebel". [url]http://vk.com/nervenholleteam[/url][/QUOTE] Although it was plainly stated that the 'new' mod won't be using any leak content, the [URL="http://vk.com/wall-100687459_13"]screenshots[/URL] which immediately followed clearly show maps taken from the leak (or likely Insolence, at least in the case of the first one). And the [URL="http://vk.com/photo-100687459_377686860"]OICW[/URL] from Build 2046 which was really taken from MI (the exact same model file, with same custom animations). P. S. [URL="http://cs628728.vk.me/v628728563/13025/nLypd_HoEy4.jpg"]Clearly need more info_nodes here[/URL].
[QUOTE=Cvoxalury;48562947]Although it was plainly stated that the 'new' mod won't be using any leak content, the [URL="http://vk.com/wall-100687459_13"]screenshots[/URL] which immediately followed clearly show maps taken from the leak (or likely Insolence, at least in the case of the first one). And the [URL="http://vk.com/photo-100687459_377686860"]OICW[/URL] from Build 2046 which was really taken from MI (the exact same model file, with same custom animations). P. S. [URL="http://cs628728.vk.me/v628728563/13025/nLypd_HoEy4.jpg"]Clearly need more info_nodes here[/URL].[/QUOTE] They never learn, do they?
[QUOTE=Cvoxalury;48562947] P. S. [URL="http://cs628728.vk.me/v628728563/13025/nLypd_HoEy4.jpg"]Clearly need more info_nodes here[/URL].[/QUOTE] I wonder if they noticed that source has a node limit.
Can we take a minute to talk about cremation mod? [url]http://www.moddb.com/mods/cremation[/url] I actually really really like the atmosphere. Thoughts?
[QUOTE=Milkyway M16;48571290]Can we take a minute to talk about cremation mod? [url]http://www.moddb.com/mods/cremation[/url] I actually really really like the atmosphere. Thoughts?[/QUOTE] Very green.
idk, its very pretty but the gameplay is pretty ass plus the files are very messy, shit from mi in there too
Well yea, the gameplay is bad, there are some really bad models, some stolen stuff, etc. But from an atmosphere perspective, I think it captures that better than any other mod thus far, so I have to give some credit for that. [editline]30th August 2015[/editline] I particularly like the cremator map
It's eye candy. That's about it.
Whatever happened to MI? Last I heard they were working on "MI: episode 1" or something but that was 2 years ago
Life. Not sure for the rest, but I'm sure ScarT is busy as hell working on a job, and when he returns, the last thing he wants is working on a shit engine.
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